#ifndef OPENMW_PROCESSOROBJECTSPAWN_HPP #define OPENMW_PROCESSOROBJECTSPAWN_HPP #include "../WorldProcessor.hpp" #include namespace mwmp { class ProcessorObjectSpawn : public WorldProcessor { public: ProcessorObjectSpawn() { BPP_INIT(ID_OBJECT_SPAWN) } void Do(ObjectPacket &packet, Player &player, BaseObjectList &objectList) override { LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Received %s from %s", strPacketID.c_str(), player.npc.mName.c_str()); for (unsigned int i = 0; i < objectList.baseObjectCount; i++) { objectList.baseObjects.at(i).mpNum = mwmp::Networking::getPtr()->incrementMpNum(); } // Send this packet back to the original sender with the mpNum generation from above, // then send it to the other players packet.Send(false); packet.Send(true); Script::Call(player.getId(), objectList.cell.getDescription().c_str()); } }; } #endif //OPENMW_PROCESSOROBJECTSPAWN_HPP